• Title/Summary/Keyword: 오락

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Treatment Characteristics of Soil Clothing Contact Oxidation Process using Bio-media (생물담체를 충진한 토양피복 산화접촉공정의 하수처리특성)

  • Kim, Hong-Jae;Kang, Jae-Hee;Lee, Ki-Seok;Motoki, Kubo;Kang, Chang-Min;Chung, Seon-Yong
    • Journal of Korean Society of Environmental Engineers
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    • v.27 no.4
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    • pp.414-419
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    • 2005
  • This study was performed to compare the treatment efficiencies of two media, newly developed Bio-rock and conventional gravel, in soil clothing contact oxidation process. The composition of synthetic wastewater were $COD_{Cr}$ $150{\sim}370\;mg/L$, $BOD_5$ $150{\sim}270\;mg/L$, T-N $20{\sim}60\;mg/L$, T-P $5{\sim}25\;mg/L$, pH 7 and 2 mL/L of trace element solution. The experiment using two reactors was comparatively conducted for the flow rate of 40 L/d for 13 months, respectively. Initially Bio-rock reactor was increased to pH 12 due to $Ca(OH)_2$ with hydration of cement, but gravel reactor was dropped to pH 4 due to the degradation of organic material and nitrification. This significant pH variation deteriorated the growth and activity of microorganism. But the high pH of Bio-rock seems favorite to ammonia stripping and precipitation of phosphate. Such pH variation of Bio-rock and gravel reactors were finally stabilized to pH 8 and pH 6, respectively. The removal efficiencies of organic compounds from Bio-rock reactor were 96% of $COD_{Cr}$, 98% of $BOD_5$, 80% of T-N and 85% of T-P which stably coping against variation of influent concentration. But those of gravel reactor were 96% of $COD_{Cr}$, 96% of $BOD_5$, 42% of T-N and 40% of T-P, respectively. The Bio-rock was 2 times higher than T-N and T-P in treatment efficiency. And electron-microscopic examination showed that Bio-rock was more favorable to microbial adherence than gravel. The microbial populations were $5.2{\times}10^6\;CFU/mL$ of Bio-rock reactor compared to $2.6{\times}10^6\;CFU/mL$ in gravel reactor. In result Bio-rock was favor to microbial adherence and high treatment efficiency in spite of variation of influent concentration which had the advantages in saving running time and reducing site requirement.

A Study on the description of Puppet Performance History (인형연행사 기술의 새로운 모색)

  • Heo, Yong-ho
    • (The) Research of the performance art and culture
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    • no.19
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    • pp.379-418
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    • 2009
  • This study is a link in a chain which grope for the description of puppet performance history. This study imply my intention which is not a description of puppet performance 'history' but a description of 'puppet performance' history. Object materials of this study is materials connected with puppet performance from ancient times to Chosun dynasty. Object materials of this study include not only records but also remains and pictures. Discussion start with regulation of puppet performance materials and establishment of a classification criterion. As a result of that discussion, the age of puppet performance is as follows: 'the age of diverse use of puppet', 'the age of ritual puppet performance of worship', 'the age of play puppet performance of handling', 'the age of ritual puppet performance of display', 'the age of ritual puppet performance of expulsion', 'the age of ritual puppet performance of handling', 'the age of play puppet performance of display', 'the age of play puppet performance of handling and voice-acting'. According to the internal division of age, the description of puppet performance history which is spread chronologically is attempted. As a result of the description, I confirm that puppet performance reveal a one's unfolding process. And a distinct aspect from the general cultu! re history is found. The development process which is a changeover that is 'from ritual puppet performance to play puppet performance' is amended by a circulation of ritual puppet performance and play puppet performance'. And the development process which is a changeover 'from static puppet to dynamic puppet' is amended by a circulation of static puppet and dynamic puppet'. Like this the thing which is laid in the inside which is not a one sided changeover but is a circulation is said that from one age of puppet performance to other age of puppet performance is not a close of former puppet performance tradition. Unfolding from one age to other age, on the other hand former puppet performance reveal aspect which is a continuance and change with a one's vitality. And a relation of mutual influence is exist between the ritual puppet performance and the play puppet performance on a large scale, among the puppet performance types on a small scale. this also don't overlook in cas! e of a groping of puppet performance history.

Electronic Games Appropriated for the Classrooms: A Proposal of the Questionnaire Containing 17 Questions (교실로 들어온 전자오락게임: 게임에 관한 열일곱 가지 질문)

  • Park, Sung-Bong
    • The Journal of the Korea Contents Association
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    • v.8 no.3
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    • pp.156-172
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    • 2008
  • The point of departure is the Popularity of the electronic games among the youth generation. This study attempts to make up a questionnaire containing the questions which are intended for the youth generation realistically and at the same time in a meaningful way pedagogically. Any researcher who wants to understand the youth culture at the present time is necessary to approach the youth generation in a positive attitude of learning, so asking the questions to the youth generation is as important as having the answers. That is to say, this paper is not a statistical analysis of the questionnaire, nor a empirical research of youth's reception of the electronic games. Now that the emphasis of the paper is located on the very way of approaching the youth generation concerning the electronic games, this study starts with the university students in the first place because they are in a more advantageous milieu for conversation in the classroom on the subject. To be sure, this study will be able to cover the whole area of primary, junior or senior high-school by way of some modifications. Conclusively, this paper aims at providing with practical ideas of teaching, which immediately can be appropriated into the classroom by the teachers in the actual field, and drawing attention to the potential educational contents of the cultural products. Furthermore, the questionnaire proposed in the paper is meant for the first step towards the aesthetics of the electronic games with a view to the game-imagination.

Analysis on the Viewing Intention of Mobile Personal Broadcasting by using Hedonic-Motivation System Adoption Model (모바일 개인방송 시청 요인 분석: HMSAM 모델을 중심으로)

  • Jae-Wan Lim;Byung-Ho Park
    • Information Systems Review
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    • v.18 no.4
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    • pp.89-106
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    • 2016
  • The latest movement in live video streaming service is mobile personal broadcasting (MPB), which refers to consumers accessing the service through social media with mobile devices, such as smartphones and tablet PCs. This service is possible through the advancements in mobile video technology and platforms. Features such as enhanced user interaction, personalization, and real-time broadcasting, combined with a greater variety of content, have led to the development of MPB. The increase in MPB users calls for research, including that on the hedonic motivational angle. This study aims to assess MPB users' intrinsic motives through the hedonic-motivation system adoption model (HMSAM) using seven factors: joy, temporal dissociation, escapism, focused immersion, perceived ease of use, perceived usefulness and intention to watch. Survey data collected from 154 samples were analyzed with statistical techniques, such as structural equation modeling. Results showed that time dissociation, escapism, and perceived ease of use have a positive relationship with heightened enjoyment. Joy significantly affects focused immersion and intention to watch. Escapism also had a statistically significant influence on focused immersion. This study contributes to the advancement of the MPB study under the HMSAM theoretical framework and offers practical suggestions to managers to enhance MPB content viewership.

디지털스토리텔링-디지털 에듀테인먼트 콘텐츠를 위한 스토리텔링 기법

  • Gang, Sim-Ho
    • Digital Contents
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    • no.7 s.146
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    • pp.66-71
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    • 2005
  • 교육(Education)과 오락(Entertainment)의 합성어인 에듀테인먼트(Edutainment)는 학생이 학습을 하거나 기업의 종업원이 특정 능력을 익히는 데 사용되는 교육용 도구를 의미한다. 에듀테인먼트는 교육용 소프트웨어에 게임이나 친근한 인물과 음악, 이야기 등 오락성을 가미해 싫증을 느끼지 않고 즐기면서 교육적 효과를 거두고자 하는 목표를 지향하고 있다. 이러한 재미와 교육이라는 두가지 목표를 달성하기 위해 에듀테인먼트에 포함되는 디지털콘텐츠는 게임이나 e러닝의 콘텐츠와는 다른 차원의스토리텔링 기법이 요구된다. 이번호에서는 에듀테인먼트 콘텐츠에 적합한 퀘스트 스토리텔링(Quest Story telling)과 공간 스토리텔링(Spatial Storytelling)을 소개한다.

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Research on the Elements of Chinese Animation IP Development under the Pan-Entertainment Industry (중국 범오락 산업에서 애니메이션 IP발전 요소에 대한 연구)

  • YAN, JIHUI;Choi, Chulyong
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.63-64
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    • 2019
  • 중국의 새로운 정책이 나오면서 중국 애니메이션 산업은 지속가능한 산업구조의 사슬을 형성하고 있고, 애니메이션 시장의 생산액도 지속적으로 증가하고 있다. 2013년 중국 애니메이션 '저령화'부터 '전 연령화'으로 발전해왔으며, 동시에 중국 범(泛)오락 산업의 발전에 따라 인터넷과 모바일 인터넷의 다분야 공생을 촉진하여 스타 IP(Intellectual Property)를 만들었다. 본문은 최근 몇 년간 중국 애니메이션 IP 시장의 발전 및 중국 애니메이션 시장의 발전 추세를 연구합니다.

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A Study on User Willingness of Intelligent Music Platform Based on TAM Model

  • Li, Jingrong
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.10
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    • pp.43-50
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    • 2020
  • In this paper, we propose to study the factors affecting the user's intention to use smart music platform, and on the basis of studying the impact of service quality on the user's intention to use, such as perceived usability, perceived ease, perceived entertainment and perceived cost, respectively. Based on this, the impact factors model on the usage intention of smart music platform users was presented, and 398 questionnaires were collected through a survey of university students majoring in Chinese music, and the collected data were obtained by conducting frequency analysis, reliability analysis, exploratory factor analysis, correlation analysis, and structural equation model analysis using spss20.0 and amos20.0. The results show that: Quality of service has a positive effect on perceived usefulness, perceived ease of use, perceived entertainment and perceived cost. A study found that perceived usefulness, perceived ease of use, and perceived entertainment have a positive effect on users' intention of use and perceived cost has a negative effect on their intention of use. Through this conclusion, the entrepreneur presented an important meaning in promoting sustainable development of smart music platforms by improving the operation and profit model of smart music platforms.